While we wait for more DCC tournament tidbits, I thought I'd start a thread for future DCC tournaments and what we'd be interested in seeing.

Wizards Conclave - an all wizards group (obviously, lots of multiclassing, but every character has some levels in either sorcerer or wizard).

Thieves Guild - same as the Wizards Conclave idea, but with a thieves guild! Maybe they're infiltrating a rival thieving guild that has cropped up (only to discover that there is some more sinister behind it).

Level characters each round - a period of time separates each round. In round 1, the characters are low level. Round 2, the characters are now mid-level. Round 3, high level. The characters and background story are posted after advancements. The rounds are all tied together thematically...it's just that the story is years in the making, culminating in the final round.

i really like the thieves' guild sort of idea. the thieves' guild concept is a pretty classic fantasy trope... and it makes for all sorts of interesting ideas -- whether it be to recover some artifact from a dangerous lair or to break into a rival guild base and kidnap their leader...

gosh, even if it's not the making of a future tourney, that'd make a kickin' home campaign.

_________________Crypt of the Devil Lich, Dungeon Interludes, The Mask of Death, Adventure Begins, Vault of the Dragon Kings, the Power Gamers Wizard Strategy Guide, The Adventure Continues, Palace in the Wastes and PhoenixCrawl Open

i really like the thieves' guild sort of idea. the thieves' guild concept is a pretty classic fantasy trope... and it makes for all sorts of interesting ideas -- whether it be to recover some artifact from a dangerous lair or to break into a rival guild base and kidnap their leader...

gosh, even if it's not the making of a future tourney, that'd make a kickin' home campaign.

I ran a thieves guild campaign for several years. As the group progressed in levels, it increasingly became heavy on roleplaying and politics (which I loved).

I also ran another campaign based on the Wizards Conclave premise. Each character was associated with a member of a wizards conclave of Phaerun Holm...all of whom went missing except for one...and that last one was dead. The adventure started at the funeral.

Wizards? Bah! I know I'm probably alone on this, but I'll take skill points over spells every day of the week.

Still, the wizard's funeral sounds like a kicking start to a game.

Well, being a fan of skill points, you'd be happy to hear where the wizards campaign wound up. One of their companions was captured by goblins, and brought to an underdark slaving port to be sold. When I came up with the concept of the city, I had no idea that the group would love the ambience so much that they would stay there permenantly. Anyway, I called the underdark city "Jeruport". The city rested in an area of null magic (unbeknownst to even most of the inhabitants, it was being created by an artifact). It made for some REALLY interesting adventures when the group was forced to rely on skills and abilities....and no spells.

I thought the "create 6, pick 4" has worked brilliantly (and allowed for some differences between team play).

To throw out another idea:

6 characters, each assigned a point system. Attribute points, skill points, available magic items, and spell lists will all be assigned point costs. Groups can pick 4, and then build the characters with different skills, spells, magic items, etc.

On the topic of group size - I LOVE the 4 player groups. I'm guaranteed a full group each year, and it allows the GM to really cater to those 4 players. The downside is that the popularity of the DCC tournament is growing. At some point, we'll need both more judges (while still maintaining the caliber that the tournament is known for) and more players per judge.

well, they keep coming up with novel, original situations. I'm already starting to look forward to 2008, since I've seen the 2007 module and can already anticipate the moans of pain and gnashing of teeth by the players as they try to survive!

_________________Crypt of the Devil Lich, Dungeon Interludes, The Mask of Death, Adventure Begins, Vault of the Dragon Kings, the Power Gamers Wizard Strategy Guide, The Adventure Continues, Palace in the Wastes and PhoenixCrawl Open

Level characters each round - a period of time separates each round. In round 1, the characters are low level. Round 2, the characters are now mid-level. Round 3, high level. The characters and background story are posted after advancements. The rounds are all tied together thematically...it's just that the story is years in the making, culminating in the final round.

DCC 2008 - a high level planar romp. The levels will be 25th, and you'll be chasing a thief (with a stolen artifact) through different planes (places where the artifact itself was created!). Where you end in the previous round will determine where the thief starts at in the next round (in other words, it's possible to catch up to him...of course, the adventure will still be far from over). Magic items and charges will not automatically replenish each round. "I'm sorry Clan Yeoman...you used magic item X? Too bad. Mwa ha ha ha!" (yeah...the judges actually laugh like a sinister villain in his hidden mountain fortress)

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